Hello,
for my current project I want to use the override vertex color buffer to render custom information to a texture.
Herefore, I must disable all Postprocessing effects in order to not corrupt the information.
I’m using the FEngineShowFlags of my SceneCapture2DComponent to control the visiblity of effects. So far, it works, however I found out that the AutoExposureBias from the PostprocessVolume in the world still influences my result. When I try to disable all Postprocessing using the ShowFlags.SsetPostprocessing(false) function, the entire image gets black.
My current workaround is to manually set the AutoExposureBias, but that seams a bit unclean to me.
Any help is very much appreciated!
Cheers!
Here’s the code that controls the ShowFlags:
ApplyViewMode(VMI_Lit, true, ShowFlags);
ShowFlags.SetMaterials(false);
ShowFlags.SetLighting(false);
ShowFlags.SetVertexColors(true);
ShowFlags.SetAtmosphericFog(false);
ShowFlags.SetFog(false);
ShowFlags.SetBloom(false);
ShowFlags.SetDepthOfField(false);
// Why can't I set postprocessing to false?
ShowFlags.SetPostProcessing(true);
ShowFlags.SetEyeAdaptation(false);
ShowFlags.SetColorGrading(false);
ShowFlags.SetTonemapper(false);
ShowFlags.SetHMDDistortion(false);
ShowFlags.SetBSPTriangles(true);
// Workaround
CaptureComponent->PostProcessSettings.AutoExposureBias = 0.0;
CaptureComponent->PostProcessSettings.bOverride_AutoExposureBias = true;